ZBrushCentral

Ways to restore my uvs to avoid exploading mesh?

I spent a good few hours making some nice Uvs, brought the low poly model back to find the infamouse exploading mesh, I didnt toutch the obj so what it happend this time I have no clue, anyway besides the point, I need to keep my detail, and my posed layers, while updating the Uvs. Here is what iv tryes so far, if there are any other methodws iv forgot please help me.

1:Stored morph target on low mesh, import the new obj, wont restore.

2: Store morph target on higher poly mesh, import obj, delete all high sub ds, sub devide it then try to restore Morph target, mesh exploads.

3: Append Obj with good Uvs, sub d, and project all. Eyes and hands cave in. If I use the morph brush it will loose all its detail, and sculpting.

Any idears?

Thanks.

The method for importing UVs is as follows:

  1. Go to subdivision 1 and store a Morph Target.
  2. Import new UVs into level 1.
  3. Switch the Morph Target before going up subdivision levels.

If for any reason this won’t work then a likely explanation is the vertex order is being changed outside ZBrush.

Thanks Marcus, im trying to find a way to get me out of the fix because the vertex order has changed. No morph targets retain the mesh. Just means il have to do the Uv mapping all over again. My aim now is to get the details onto the uv mesh, cant find any clean way in Zbrush.

Instead of trying to import your UVs into the existing model try this:

  1. Select the Polymesh3D and import the OBJ with UVs.
  2. Subdivide the mesh up to the level for your sculpted mesh.
  3. Switch to your sculpted mesh and append the mesh imported at (1) as a subtool.
  4. Select the newly appended subtool and store a morph target.
  5. With both subtools visible, press Tool>SubTool>Project All. The sculpting should be transferred to the UVed mesh.
  6. Use the Morph Brush to tidy any areas that need it.

Thanks Marcus, had already tryed that, I just loose way to much of the details by using Morph brush, the mesh gets so badly distorted that I have to do major sculpting again, which takes about the time to Uv the whole character again from scratch.

Thanks again.

When I took my mesh into wings it plugged up the eyeholes and caused same issue. Since wings is a million times easier for UVs than most of the programs I decided to keep UVs and instead of trying to import mesh directly I did a projectall onto a new one. It doesn’t actually take much more time, though the cleanup is a pain and takes some experience to do quickly.